Dunno why people say the games aged graphically? Is it because HL2 is popular enough to be replayed by normie pleb casuals? Doesn't look any worse than any other game of the time, I think it looks fine.
I actually think UE2 handles textures better than UE3.
Play Red Orchestra 1 maps redone in Red Orchestra 2 and use the same weapon, I think the level textures and especially the weapon textures look crisper and cleaner in UE2 than UE3. UE3 just fucked textures up hard with that streaming shit too.
Textures are the most important part of the graphics of a game by far yet so many games overlook them and are okay with subpar blurry muddy looking shit. Like look at the difference between Arkane's Dark Messiah on source compared to Dishonored on UE3. Dark Messiah looks crisp as fuck, game is fucking beautiful, yet Dishonored looks like a bad PS2 title in regards to the texture work, yet it's the more recent title on a newer engine.
>>323117012 I wouldn't even dare to compared DArk Messiah with Dishonored. Both are completely different beasts when it comes to graphics. DM was going for a semi realistic approach while dishonored was highly stylistic with the textures, aiming for a look that appeared closer to a water or oil painting than anything near reality.
Something about Half Life 2's art design really rubbed me the wrong way. There were parts of the engine that were technically impressive, but it was wasted on a bombed-out eastern european shithole aesthetic that I could never really get behind and was massively disappointing coming from HL1's Black Mesa. The only part of the game I thought looked cool was the combine fortress, and incidentally the only Half Life 2 game I ever beat was Episode 1 because it frontloaded that environment.
2004 also saw the release of Unreal Tournament 2004, Far Cry and Painkiller, which I all felt looked way better. Hell, I'd even say Metroid Prime looked better and it was a two year old game at that point.
>>323117353 I actually really liked the environments. I didn't want them to just continue to doing labs and shit so I was fine with them expanding out into more adventurous territories, especially with the combine facilities and in episode 2. We got more looks at other areas in portal as well. Still hoping for HL 3 to change it up agiain....
I know they used the "muh artstyle" excuse with Dishonored but I think it's a load of shit. Those textures are the worst I have ever fucking seen since Nintendo 64 days. If your "artstyle" is making the game look that bad then you should abandon it. It's as bad as indie devs doing garbage pixel art because they are lazy and then claiming it was a throwback to SNES.
I fucking love you. Literally god tier right here. Max Payne 2 does this really well. But to see something with PS1 tier polygonal models, heavily stylized with high quality textures that aren't cartoony TF2 ripoff trash like is popular at the moment (think shit like Knack) would be amazing.
>>323117758 Well, you don't exactly get to make the stylistic decisions now do you? If every game aimed for whatDM or Half Life was doing, then evvery game like that would be boring to look at. I'm sorry you can't appreciate a pastel environments anon.
That was the exact level I was thinking off too. The roof pipes especially add so much atmosphere in that level. God I just love how fucking detailed the roof and all the walls are.
God Max Payne 2 is a perfect example of great attention to detail and perfected art style turning otherwise boring and generic locations into really interesting aesthetically pleasing places to explore.
Vampire the Masquerade: Bloodlines is a magical game. The graphics will ALWAYS hold up, no matter how many years pass. It's because of the exaggerated, slightly cartoony feel to the characters and the great use of fixed lighting in particular.
>>323116389 yeah i really don't like epic's texturing. and their baked lighting solution in ue3 is seriously just a crappier version of source's radiosity normal maps. it really bothered me how they did it when i used udk...
>>323118505 I'm not saying the textures themselves were that great, but I'm arguing in the defense that at least it was something different, you see what I mean? Would it not be better to judge it based on its merits alone for trying to be different? As far as It being overly zoomed in, that's not even close to true.
>>323118831 LithTech was always one step behind the tech curve for the long time, but when a dev put the effort in, the results always came out looking good. Shame the engine was such a shovelware magnet.
Yeah I was gonna say FEAR is an example of that too but some people didn't like it. NOLF is a great example as well. For a game that is set pretty much entirely in office buildings with the color grey being primary, they did a good job of keeping it interesting, balancing realism and artysyle consistency.
>>323119030 >>323118093 >tfw you blast that first bad dude in the hospital and he flies into the shelf behind him >the shelf collapses realistically and all the shit crashes down onto his splayed corpse
>>323117702 >I actually really liked the environments. I didn't want them to just continue to doing labs and shit so I was fine with them expanding out into more adventurous territories, especially with the combine facilities and in episode 2. We got more looks at other areas in portal as well. Still hoping for HL 3 to change it up agiain....
Half Life 2 was actually kind of disappointing in a lot of ways.
- It had way fewer guns. I loved the huge arsenal of the first game. - I was already tired of physics gimmicks by the time I got the gravity gun. - Ravenholm was not scary. At all. I'm the kind of skittish guy who won't play fucking Minecraft because he doesn't want to be surprised by a creeper, and Ravenholm simply did nothing to me. - The game was not very difficult The first game was pretty brutal at times (especially those FUCKING marines). I then played Halo's, whose AI was a step up from that, plus the monsters had cool shit like shields that blocked shots and recharging health that forced you to commit to a kill. In comparison, Half Life 2's combine AI was lackluster, and it felt like none of the enemies had any health, so I cut through them like a hot knife through butter. Lame. - After having played Halo:CE, the Half Life 2 vehicles felt like a gigantic step back. Compared to the warthog, they felt quite stiff, and I will never understand how a game that came out two years prior managed levels the size of The Silent Cartographer or Assault on the Control Room without any loading screens, while Half Life 2 vehicle sections were full of them.
>>323118932 Dishonored has the worst textures of any game I've played in the past ten years and I do not understand it. Everything was so fucking ugly and poorly done, with the lowest possible quality textures imaginable. I thought I had installed the game wrong, or not set up the options right. But it was just that bad.
I honestly quit the game because of that. It didn't just feel rushed, or like someone did a shit job, it felt like a rushed shitjob ON PURPOSE. Like someone somewhere was laughing going, "these retards actually bought this game even though I made all the textures in gimp". It was like a virtual slap in the face and I just got sick of it. The story was neither interesting or captivating enough to justify the game looking like it did. And if you can't write a good story you can at the very least distract the player with some eye candy.
Dishonored just felt like a fucking insult all-round.
>>323119885 If you want a good story or better experience overall, in all departments, play Dishonored's dlc. Not even lying, pirate it evven. THey took all their mistakes and learned from them and made a dlc that was evverything the original should have been.
>>323119539 Why did you post an image from The Vanishing Of Ethan Carter? I don't even know if that game counts in this discussion - their texture art process was completely different from most other game's.
>>323120441 God damn, Alien Isolation was a pretty game. Legitimately the most beautiful game ever made, IMO. I don't know how they pulled it off. The fact that we're never going to get a proper sequel bothers me on a level I can't quite describe. I want a game that replicates the "holy fucking shit" experience that I got when I went into the ship's power generator and the giant pylons were blasting electricity across the entire chamber as the aliens crawled from the abyss in the most stunning scene I've ever witnessed in a video game.
>>323120441 Fuck Alien Isolation. "Uhh we never got around to enable FXAA and MSAA on nvidia cards... or any kind of antialiasing anyway... eh who cares. Just upscale and then downsample from 4k or use DSR or whatever, we don't care. We already sold the game, make your own fucking fix"
>>323120834 Yeah. I don't know, and no one else does either.
>>323120865 Mainly because it was a corriodr horror game, so they could spend way more time prettying it up, and holy shit does it show. Tight horror experiences like that should be the default for horror.
I don't understand it either, really. I have a tough time playing survival games like Rust, or open world RPG's like Skyrim because I don't like being unexpectedly mauled by aggressive, endlessly respawning enemies that I invariably never see coming that come out from over a hill, around a rock formation, or between trees.. New Vegas doesn't set off the same "oh shit" reaction because it's a desert and I can see for miles, but I'm still uneasy traveling at night because of lower visibility.
And yet Ravenholm did literally _nothing_. Literally as scary as playing Left 4 Dead solo, as in not scary at all.
There's something about the way HL2 looks that I still really love, the world feels crisp and sharp despite now being old as fuck, the low-poly models don't take away from it I feel. As other people have mentioned a lot of games have really ugly, muddy texture work that makes the game look and feel like shit, it might just be a problem with UE though because it's so widespread.
>>323121262 Too bad the fixes don't eliminate the immersion breaking jaggies everywhere. You can only hope to make them slightly less noticeable, but they'll still be there, fucking with your mind more than the aliens. And that's just not acceptable in an AAA game which clearly had that much effort and time put into it.
It's the equivalent of getting a perfectly cooked $80 prime steak with all the trimmings and then the cook takes a big steaming diarrhea shit all over it before serving it to you and when you complain he goes "just scrape it off best you can".
>>323121382 Oh yeah, for sure. Though not sure it would have been quite as "head and shoulders above the rest of the gen" as 2 and 3. (Haven't played 4 more than once, don't really recall it's quality, visually)
other than the faces, which for their time were incredibly intricate, the graphics are pretty average. Valve just happened to make an enormous amount of delicious textures to put on everything, the asymmetric designs and strange but realistic rust and wood-rot brought the game to life (in the sense that everything looked decaying)
>>323121917 But shitposting aside, I totally see where you are coming from. I feel like it was more liekly the suits rushing the dev to put the game out at that point. The game was a pretty big expenditure for how faithful it was to all of the canon. At least it wasn't arkham knight tiers of bad.
If you have a save in the level, my pic is from Framed, in the little cavern if you jump down the well, or if you swim through the sewers you come out in the little pond down there. I'd like to compare vanilla to the latest version.
I am playing Thief 2 for the first time so I've never seen it vanilla. I just got the tafferpatcher like /v/ said too, and the new dark update as well.
>>323121839 yeah, hl2 has a great look to it. ue3 doesn't do anything weird with textures and it's just down to bad textures. ue3 compared to source though has shit lightmaps. source has a really nice system for it which keeps all the detail of the normal maps and importantly, difference in color reflected in normal map direction. ue3's is a simplification of source's and really sucks in comparison. also source's use of cubemaps is nice, and again a much better solution to specular with baked lighting than what ue3 does. ue3's baked lighting works perfectly fine but only with single light sources. any more than that and it may look fine initially but under any scrutiny it's easy to see how crappy it is if it's not just flat diffuse materials.
>>323123007 >>323122904 >>323122774 Ah it makes me a little sad shitting on those because they clearly took time and effort, I'd hate more than anything to pour so much of my time and patience into something and then have everyone tell me I fucked up, but I don't understand how it got that far without someone intervening.
>>323122989 skyward sword's textures look lower res but way less offensive. just comparing those two pictures, dishonored's textures look like they have some weird compression and shitty sharpening filters on them. the little wall even looks like it could have been a photo filtered through photoshop or something. they're not just low res, they're messy as hell, and i'm not talking about how they artistically depict messiness.
I've never played Skyward Sword or any other modern zelda and the first time someone posted pics from it emulated at high res I thought they were using some shitty filter mod, or it was one of those "take a screenshot then add a photoshop watercolor filter to it" images. I was shocked to find out it was meant to look like that.
It literally just looks like a bad photoshop filter has been applied over the game it's so awful. But yeah it's at least better than dishonored. I think all this "lets try to be like a painting" type artstyle need to stay in 2D games, they just don't work in a 3D space well.
>>323123834 The problem is that Skyward Sword's art style was meant for standard definition play. It hid a lot of the issues behind heavily stylization in a way that still allowed for a lot of detail in the world and characters, and it was great. The moment that it is emulated, though, the gradual transition turns into a sudden wall and the seemingly great texturing turns into... well, it isn't TERRIBLE, but it isn't great. Honestly, it was one of the most clever technical achievements of the last generation, but it doesn't transfer well to non-sanctioned "ports".
>>323124090 I don't recall SS doing anything special. what was so clever about it? all the areas were really enclosed. if anything was clever it was the mario galaxy games. and those looked pretty terrible up close.
>>323124770 The watercolor effect as it faded into the distance was rad - it worked wonders to hide draw distance issues and whatnot. The best part was, it wasn't even just a blur effect. It actually created this incredible impressionistic thing - from a distance, a screenshot could pass as an actual painting.
I am liking it so far but the tonal difference between 1 and 2 is a pretty big shift.
Maybe it's because I played Thief 1 years and years ago, but for some reason never played Thief 2 until now. I replayed Thief 1 recently with all the modern patches and loved all that atmosphere and level design, and had some nostalgia over it, and then figured why not finally play Thief 2. Then there is a massive shift in tone from late medieval fantasy with magic and tricksie woodie lord speak, dark horror indiana jones type tomb raiding finding some lost eye, with and Lords and Nobles and this hammerite religious group and Zoroastrian inspired middle eastern mage towers. To the Industrial age with modern police stations, metal structures, robots, shipping companies, talk of pirates and overseas colonies, little bits of politics and environmentalism with the 'My house is now blackened and all the trees are dead" conversations you overhear in a more modern English dialect.
I just didn't expect this change, and I really liked the atmosphere of Thief 1. So I am a little disappointed, but also the new atmosphere is great too so I like it at the same time. The gameplay mechanics themselves seem much improved though, as is the stealth itself. In thief 1 I preferred the exploration levels like Down in the Bonehoard over the city levels because stealth always felt a little broken in 1, but it's not the case here.
I only finished Framed yesterday though, gonna play the next level in an hour or so. Hope it still has exploration maze like levels in addition to stealth focused ones too.
>>323126326 I genually felt the same way, and felt 1 was better until i replayed them both. I still really like what 1 does but the missions in 2 are just so great, and every single one of them feel like a heist, if you end up liking 1 more I feel like it's an acceptable opinion I won't judge, but you should try to appreciate 2 for the great level design and small improvements.
>>323124030 Because mapping in Source is still largely based on brushes, and HL2 was their first crack at it anyway. Use more models instead of brushes and it turns out fine.
>>323115361 It's clean. You get what they made, no ridiculous shaders or effects (partly because Source shits itself once too many particles start flying, hence why TF2 runs so badly now).
Same reason why if you've spent enough time playing Source games whenever you see a render from Garry's Mod or SFM or etc, you can always tell it was made in Source just from the textures and lighting, even if it's using all original models.
>>323117012 >I actually think UE2 handles textures better than UE3. It totally does. Just look at UT2004 (UE2.5) and how fucking sharp its textures are despite the lower-poly environments and characters.
>>323118772 >It's because of the exaggerated, slightly cartoony feel to the characters and the great use of fixed lighting in particular. I feel like GoldSRC did the same thing before HL2 and Source went for photorealism. HL1 aged way better than HL2 because while it looks dated, everything from the Black Mesa hallways to the headcrabs to the scientists and their ridiculous ties all have this slightly cartoony slant to them that makes everything age in sync instead of looking at a game two years later and going, "Wow, this looks like shit! Did they just take photos of concrete for the walls?"
>>323128105 To be fair, it's not like everything would be made out of metal, a large portion would presumably be made out of plastic and... whatever-the-fuck they make tiles and tables out of. You know, like the modern era.
>>323128328 Often, but if you get that mixed with more detailed, hand-worked characters, objects, etc, it becomes super obvious what parts of the game were handmade and which parts were assigned to Intern Johnny to take this camera and stare at some buildings.
Nah he's right. I can always tell a source game just by looking at their textures and lighting. Something very disctinct about them that I love, I think he's right that they are clean textures with no filtering and shaders or other shit put over the top of them.
They just look so fucking crisp and clear, why the fuck do so little devs take this route? Why muddle up your textures with shaders and shit to make them look blurry? Or do engines like UE3 do that by default?
Oh I will appreciate it as it's own thing for sure. I just really liked that Thief 1 had that, near horror aesthetic to it. God tier sound design with the hammer haunts and those hammerite ghosts too. Did you ever play Planescape Torment? There is a part where it describes a characters voice as the grinding of rocks and boulders forming syntax to mimic human voice, yet not in any way natural, but still understandable. That's what those hammer ghosts voices felt like to me with all the buzzing and wisping. Spooky as fuck.
>>323117353 The art design really makes it hard to come back to. Half-Life 2 is one of my favorite FPS games, but Episode one and two did far better because of the environments and put the original to shame.
Now that you mention it too, it's such a stark contrast to Black Mesa. It's almost like some recently graduated art major was being a little pretentious with some juxtaposition.
>>323128576 >Something very disctinct about them that I love, I think he's right that they are clean textures with no filtering and shaders or other shit put over the top of them. I've spent a lot of time mulling over this and I think part of it is the anti-aliasing, too. Source enables anti-aliasing in a very simple way, just render the image larger and then scale the bitch down, same as most older engines do. You look at newer engines and there's ALWAYS something fucking with it- edge-detect AA that never works right, FXAA blurring everything, multisampling that leaves artifacting and dithering in color bands and at edges, and so on. Source doesn't do any of that, and- unless you're playing a mod that intentionally adds that sort of thing- the only aftereffects are bloom or HDR (which you can adjust the intensity of through the console- why don't more engines have this stuff open to players?), no shitty fake motion blur, no goddamned blue/red or blue/yellow color fringing around everything like FUCKING EVERYONE IS DOING THESE DAYS, etc.
Honestly, I just look at the golden era of 3D (2001-2007) and I weep. Everything's grinded to a halt. Not only are games graphically shit today, they're also boring and unimaginative shit. Where'd all the love and passion go? Where's all the neat little easter eggs? What happened to gameplay being meant for long lasting fun, not just cheap sub 10 hour campaigns designed for annual releases? I am just so fucking depressed every time I stumble into one of these threads. The dream is dead. Gaming is dead.
desu I think the main reason that 7th gen looked so muddy had less to do with UE3's texture filtering and horrendous lightmaps (though those did play a part) and more to do with the fact that the consoles of the time had relatively little RAM even compared to PCs at the time. Couple that with the fact that it was the first gen with unified shaders (allowing more "expensive" effects to be added simply) meant that devs just decided to throw themselves headfirst into bump maps and particles and filters. Something had to be cut, so textures just got thrown in the wash.
And people don't think Valve is capable of bringing the world to it's knees once again with Half Life 3.
This game is 12 years old and it looks phenomenal. Honestly this in VR, with each eye getting that same resolution and 90+ degree FOV, custom tracked controllers with recoil and vibration feedback, I don't think I'd need another game ever again.
>>323129047 There's definitely a distinct look to it- even on maxed settings, there's a slight fuzziness/grain to the image, especially noticeable around model edges and wherever there's foliage/grass- but it's nothing serious. Bigger issues are definitely screen tearing and mouse lag, although I'm not sure if that's just my system or if it's UT4 or UE4 itself (same for the grain).
I agree. Source is advanced enough to look graphically good, without being so advanced that the engine has too many inbuilt post processing features to fuck up, clutter and dirty your image down.
I really love playing old games and just marveling at how clean my image is. No fucking bleed of colors and blur and DOF and bloom and shit fucking everywhere. It almost feels minimalist in a sense that it's just textures, geometry and basic static/baked lighting when you play an old gen game now. New gen games just feel so visually cluttered. I usually turn almost all post processing effects off when I play anyways to minimize tax on the framerate and because it looks better without.
No I haven't but after I finish Thief 2 I might give it a watch. But yeah the setting is pretty interesting and the way the cutscenes are done is just brilliant. I dunno how but that 2D images background mixed with silhouettes of real actors and some basic animation really made for a lot of atmosphere. Plus there was something about the way they did the animation the felt, satisfying. Like when the tricksters third eye appears from his forehead, I don't know how to describe it but it feels believable.
>>323129936 Look hard enough of course and you'll find visibly mirrored textures and bits of fluff here and there, but for a single game running on UE4 that's still in alpha stages I wouldn't say it's that bad at all.
Hoping they get more polished maps out soon- Facing Worlds is neat and all and Outpost 23 looks gorgeous but I'm eagerly awaiting Deck to be finalized.
>>323130284 A while back they got rid of first-person weapon viewmodels- the hands are the same, but the weapons now use the same model and texture as the third-person weapons to make it easier to code for players using non-stock weapons. It's super noticeable on a few of them like the minigun and rocket launcher due to considerably blockier models and different textures, especially if you've been playing for years or have an old screenshot to compare it to.
>>323130938 New Order looks really goddamn good at some parts (the bridge, the moon, the castle in '46) where the engine can really stretch its legs out a bit, and at other parts look fucking awful (the sewers, the moon again, the castle in '60) due to you being stuck in cramped quarters looking at fucking 64x64 wall textures and flat desks with pencils and notebooks as part of the surface the whole time.
>>323131409 I wish I could, but I lost pretty much all my old, OLD screenshots someplace in my external hard drive and have no idea where they're stored; 4chan is giving me errors out the ass as well, what fun. A quick Google for "TF2 v_model vs c_model comparison" should turn up a few results, at least.
Did they nerf the campaign in half life 2? I remember having trouble with that part at with the lighthouse where the combine come and attack via the airships. I could have sworn they sent like 4 ship loads of guys the first time i played but last time i played they sent 1 maybe 2, 1 at a time. I just used a rocket on each ones men as they got off and that was it.
Is this another game that got nerfed for the casuals? i was playing on hardest difficulty too.
Speaking of easter eggs and Thief. In the beginning of Framed, if you throw a spy camera thing over the wall to your left, there are a zombified couple dancing together in death. I found this by accident just fucking around seeing where I could throw the thing. I love when games do this, reward exploration in neat ways like this.
This. Source is by far my favorite game engine, it's a joy to play and view. But say this anywhere and you get people calling you a "valve fanboy" or other stupid shit like that. I hate valve, I just really like the look and feel of source. I don't even care about the load times.
Cossacks 2 also some weird 2D + 3D mix going on and it looks fantastic. Low res image that isn't mine here, but just to show it off. Also when you pan the camera you can see behind buildings and trees as your perspective actually changes, it looks really neat.
>>323134641 >most of it was just aesthetics I think. bunch of grey corridors don't exactly do it justice.
You are right. The art direction has a lot to do with it. And to be perfectly honest I really liked the office building/industrial setting of FEAR, it blended very well with the pseudo-scifi and horror elements. It doesn't look as detailed or as interesting as HL2, but it works.
Why the hell would they remove a feature like this? What type of idiot goes to work and thinks "Today I will spend my time removing features, it may be a difficult task to keep the engine working with missing features, but with my diligence and patient, content will be removed and quality will be lowered".
>>323135563 >pic related >intro would summarize what has happened since the events of MP2 >no passos >actual game would start with Max killing Anthony DeMarco >"but from that point, I was dead in that town" >rest of the game would be Max trying to escape New Jersey >almost every contract buying scumbag is after Max; huge bounty on his head >graveyard scene would be near the end of the game >yfw link related is what the ending would be; what Remedy wanted it to be http://www.youtube.com/watch?v=dPuJzq3oIU8
>>323135705 >completely new lightning system >completely new models >completely new shaders >completely new water effects >some new textures
Yeah "barely" updated.
Face it, youre just some retarded hipster valve fanboy fangasming over some made up fantasy idea that hl2 graphics have stood the test of time. They haven't. The original game looks like pure garbage. It looked aged just a few years after released. Doom 3 was released in the same year, fear was released in the year after. Sure hl2 looked good, and it especially looked good for the modest hardware requirements, but this hipster reddit-tier fantasy you have made up is absolute cancer. Fuck you and your whole lineage.
>>323135926 >completely new lightning system >completely new models >completely new shaders >completely new water effects >some new textures
What the fuck are you talking about? Literally all they did was port HL2 over to the Orange Box version of the engine. The lighting system only added eye-searing HDR, there were no new models, there were no new shaders, the water was barely changed and most importantly, the goddamn framerate was cut in half from the lack of optimization and all sorts of maps broke from scripting changes and stayed that way for YEARS.
>>323121839 It's because the world looks consistent. There's no blurry shit or awful hammy lighting effects, it's subtle and subdued. It looks like and actually truthful imitation of real life, though it's obviously fake.
>>323133974 Red Faction was wasted potential: the game. They coded such a nice engine that allowed destructible environments and then they realized their level designers weren't good enough to actually make use of that feature so they proceeded to make a generic FPS. The best part of the game was the test level with the glasshouse.
>>323137730 Red Faction II was even worse with this. The only thing I think was destructible was the columns in the second level (the offices) and they had the gall to call it an improved Geo-Mod engine.
>>323140839 By giving the player the ability to move around it can't be a cutscene by definition. A cutscene is called that way because it cuts right into the action and changes perspective. That doesn't happen in Half-Life.
>>323133974 I played red faction a couple months ago. I realised you can get into a situation where if you can't progress the game anymore because you need mandatory explosives. Had to restart game multiple times, also no auto-saves screwed me a couple times since I played on hard. But after I got to the first submarine sequence I had to stop playing because that sequence breaks if you play at 60fps. And couldn't get arsed to rollback patches/noclip through the water sequence since nocliping in that game is so slow and the water sequence is very long as far as I can remember.
I like the look of Dishonored desu but I mostly only play old 3d games so texture quality (which is obviously bad) doesn't usually bother me much. The last time it did was in Far Cry 3, where the way grass transitioned to rock looked all fucked up.
iunno if anyones mentioned it but every update that was added after, for tf2, dod:source and all that was retroactively added to half life 2 as they went. so any screenshots of it taken outside of when it was first released, does not represent what it actually looked like at the time. remember the lost coast demo/thingy they released, how it was a showcase for dynamic lighting effecting the eyes, and it showed off all these new reflection things with the golden vases inside the building, and the stained glass window? they added that all backwards into half life 2 as well. as well as any graphical update for tf2. thats why it looks alright when you fire it up today
id Tech 3 had a very comfy look. I played lots of games running on that engine so I really feel at home when I play some games made with it. All id Tech versions look good, in my opinion. Unreal Engine and LithTech used to look very bad. I'm sure you all have played Deus Ex. Do you remember how bad everything in the game looked? The game owes most of its terrible looks to the bad art direction, and the other half to Unreal Engine. It and LithTech made everything look blocky and the polygons seemed to clash with each other at times, creating a really unpleasant feel. I don't think I've ever felt comfy in an UE 1 or LithTech 1 games. Dark Engine looked very sharp. I'm probably biased, but despite everything I think it feels much better than UE.
>>323140127 Source barely dynamic lightning to this day. Adding more than 3 dynamic lights to a scene tanks the framerate. Biggest lightning change there is is flashlight using projected texture. Original HL2 models weren't that low poly, biggest model difference is the overhauled vortigaunts. And only texture changes were due to new particle system.
I'm really looking forward to games in the future where you can really do anything.
Imagine you're playing an Elder Scrolls type game and you're attacked by a female bandit. I want to beat her into submission and then rip her clothes off with my own hands (virtual gloves with tactile feedback to really feel like I'm touching and pulling) and have my way for her for ever thinking it was a good idea to start a fight with me. Then I'll kick her in the ass and tell her to go home and become an honest woman.
Even though the actual graphics were bad, even for it's time, San Andreas has always have ageless visuals to me. Simple but pleasant, and a surprisingly atmospheric. I tried modding it once to see what would happen, and the result made it look like some fan made Photoshopped mock-up "HD" image.
>>323143368 It has nothing to do with that, there is tons of memory unused on modern graphics cards, that's not the bottleneck. The reason modern games have bad textures is because they are made for consoles primarily, where video memory is a bottleneck. Developers don't care about PC so they won't let pc users have higher res/uncompressed textures.
>>323143504 >hl2 stood the test of time MUCH better apples:oranges Half Life 2 has been getting incremental engine upgrades pretty much since launch. The HL2 you could download and play right now is not the same one from 2004.
>>323144676 this has been done already. the difference isnt actually that big, take a look http://screenshotcomparison.com/comparison/90781 course, thats comparing 2004 to 2007, the original and the biggest overhaul they did, hdr and all that
>>323144819 ...And they've been pushing updates since then.
Not in one big chunk, certainly, but enough increments over the years that if we could make a diff on the effects, scripts, lighting, etc, it'd be quite large, maybe larger even than the much-vaunted "2007" overhaul.
>>323145028 look, i know you think im arguing against you, but this was me >>323142074 we are arguing the same thing, im just saying while there IS updates and such, its not THAT massive. the biggest one was the 2007, and the rest havent really been that significant.
>>323145469 i...what? im not saying there wasnt any more updates or anything here.
>>323145428 well, yeah, the reflections are vastly better. i know its /v/ and we need to be aggressive and turn everything into an argument, but the first one introduced HDR, and the rest tweaked it. it DOES make it look a lot better, but its not a whole new aspect or anything
>>323145840 god damn look at all these people just begging to argue. did you miss this post? >>323142074 because again, that as me. a good lighting system goes a long way, absolutely. but its not like a huge amount of the game was radically altered. they bumped up some models details, like the vortigaunt, and shit, but not EVERY model.
>>323145773 stop pretending you're agreeing with me only to pull the rug out from under me;
The statement that the visuals of HL2 hold up to this day is quite invalid, because of the fact that it is one of the longest-updated games to date, with its current state being the result of years of touch-ups.
>>323146043 HDR only really adds improvement to lighting transitions from indoors to outdoors and vice-versa, it was a mostly a celebration of ATi's proper use of standards.
>>323146043 >but the first one introduced HDR, and the rest tweaked it holy fuck no you know nothing
HDR update was still running on the old system with static lightning, it was added probably around 2005, 2006. It was a MINOR update compared to the rest, and it was pretty shitty to begin with. The other updates have NOTHING to do with HDR.
>>323146173 >completely revamped lightning system with actual dynamic lightning, replaced models, new particle system, various new shaders, new water effects, new and better texture mapping it revamped something that the 2007 update actually introduced in the first place. whats a bigger tweak, inventing it, or just, tweaking it?
>>323146206 >The statement that the visuals of HL2 hold up to this day is quite invalid uh, yeah, which i said. in that post i linked. here, ill quote it for you >thats why it looks alright when you fire it up today
>>323146384 well, no, its not actually. left has no dynamic shadows, its a pretty big difference.
This is the future trend Virtual Reality must go medi count polygon + high res texture people will be more immersive in such environment rather than other way around plus it will be less hardware intensive and can achieve much greater framerate
>>323136479 Yeah, I just finished it too. What do you think about the first half of the game? Seemed too boring and cinematic to me. The game got better in the second half imo. It almost felt like original HL.
Hey /v/, why do consoles struggle with textures still?
I mean some games arguably have worse textures and no anisotropic filtering than pictures in the OP, or that MaxPayne 2 shot.
I really think a big "secret" in making games look good is how textures look good, no matter how many polygons are in place. I think Nintendo does this to a certain degree, by making the textures stylized in the pic related and Wind Waker, you kind of can still hang in the graphics department. Now take Crysis' realistic grass textures, they'll eventually look bad against a game that makes them more sharp, with more foliage and beter tessellation and such.
Gen VII was already a mess with blurry textures everywhere and bloom out of the ass, why can't they make some games with amazing sharp textures and no fucking stupid effects and filters?
>mfw I like what Dishonored looks like from pictures in this thread >mfw I googled Dishonored review videos and went to IGN >mfw it wanted me to enter my age so I put '100' >mfw "Sorry, you may not access this video" WHAT IF I WAS ACTUALLY ONE HUNDRED
I can pick Mirror's Edge for good looking sharp textures, but it is known that game uses a modified version of Unreal Engine, so of course it doesn't count, we don't know if DICE meddled with how UE does textures and shit.
DICE's games usually have quite sharp textures, with their engines, so I think it's a fair possibility.
>>323149005 There's nothing wrong with linear games, if it's done well. It allows a more focused approach. I like how open world games today have tons of problems like copypasted buildings and shit, and all missions in it are done in such a linear manner you can't move 2 inches away from the preset path or else you fail at it.
>>323147696 It's ok, I think it's enjoyable from the start, but for me the first half definitely has one or two sections I'm glad to get out of the way. Nova Prospekt will always be the high point for me and it's a good solid charge to the end from there.
>>323135894 >the only reason I played so much of this was because the source engine just made me feel so laid back This, /v/irgins get pissy whenever I show them my top played games. csgo is garbage but I keep coming back to it
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